---------------
--  Globals  --
---------------
DBM.RangeCheck = {}

--------------
--  Locals  --
--------------
local L = DBM_CORE_L
local rangeCheck = DBM.RangeCheck
local mainFrame = CreateFrame("Frame")
local textFrame, radarFrame, updateIcon, updateRangeFrame, initializeDropdown
local RAID_CLASS_COLORS = _G["CUSTOM_CLASS_COLORS"] or RAID_CLASS_COLORS -- For Phanx' Class Colors

-- Function for automatically converting inputed ranges from old mods to be ones that have valid item/api checks
local function setCompatibleRestrictedRange(range)
--	if range <= 4 then
--		range = 4
--	elseif range <= 6 then
--		range = 6
	if range <= 8 then
		range = 8
	elseif range <= 10 then
		range = 10
	elseif range <= 11 then
		range = 11
--	elseif range <= 13 then
--		range = 13
	elseif range <= 18 then
		range = 18
	elseif range <= 23 then
		range = 23
--	elseif range <= 30 then
--		range = 30
	elseif range <= 33 then
		range = 33
	elseif range <= 43 then
		range = 43
--	elseif range <= 48 then
--		range = 48
--	elseif range <= 53 then
--		range = 53
--	elseif range <= 60 then
--		range = 60
--	elseif range <= 80 then
--		range = 80
	end
	return range
end

local itsBCAgain

do
	local CheckInteractDistance, IsItemInRange, UnitInRange = CheckInteractDistance, IsItemInRange, UnitInRange
	-- All ranges are tested and compared against UnitDistanceSquared.
	-- Example: Worgsaw has a tooltip of 6 but doesn't factor in hitboxes/etc. It doesn't return false until UnitDistanceSquared of 8.
	local itemRanges = {
	--	[4] = 90175,--Gin-Ji Knife Set
	--	[6] = 37727,--Ruby Acorn
		[8] = 8149,--Voodoo Charm
	--	[13] = 32321,--Sparrowhawk Net
		[18] = 6450,--Silk Bandage
		[23] = 21519,--Mistletoe
		[33] = 1180,--Scroll of Stamina
	--	[43] = 34471,--Vial of the Sunwell (UnitInRange api alternate if item checks break)
	--	[48] = 32698,--Wrangling Rope
	--	[53] = 116139,--Haunting Memento
	--	[60] = 32825,--Soul Cannon
	--	[80] = 35278,--Reinforced Net
	}

	local apiRanges = {
		[10] = 3,--CheckInteractDistance (Duel)
		[11] = 2,--CheckInteractDistance (Trade)
	--	[30] = 1,--CheckInteractDistance (Inspect) (in Classic inspect range is 10)
	}

	function itsBCAgain(uId, checkrange)
		if checkrange then -- Specified range, this check only cares whether unit is within specific range
			--Only classic uses UnitInRange so only classic has this check, TBC+ can use Vial of the Sunwell
			if checkrange == 43 then
				if UnitInRange(uId) then
					return checkrange
				else
					return 1000
				end
			elseif itemRanges[checkrange] then -- Only query item range for requested active range check
				return IsItemInRange(itemRanges[checkrange], uId) and checkrange or 1000
			elseif apiRanges[checkrange] then -- Only query item range for requested active range if no item found for it
				return CheckInteractDistance(uId, apiRanges[checkrange]) and checkrange or 1000
			else
				 return 1000 -- Just so it has a numeric value, even if it's unknown to protect from nil errors
			end
		else -- No range passed, this is being used by a getDistanceBetween function that needs to calculate precise distances of members of raid (well as precise as possible with a crappy api)
	--		if IsItemInRange(90175, uId) then return 4
	--		elseif IsItemInRange(37727, uId) then return 6
			if IsItemInRange(8149, uId) then return 8
			elseif CheckInteractDistance(uId, 3) then return 10
			elseif CheckInteractDistance(uId, 2) then return 11
	--		elseif IsItemInRange(32321, uId) then return 13
			elseif IsItemInRange(6450, uId) then return 18
			elseif IsItemInRange(21519, uId) then return 23
	--		elseif CheckInteractDistance(uId, 1) then return 30
			elseif IsItemInRange(1180, uId) then return 33
			elseif UnitInRange(uId) then return 43
	--		elseif IsItemInRange(32698, uId) then return 48
	--		elseif IsItemInRange(116139, uId) then return 53
	--		elseif IsItemInRange(32825, uId) then return 60
	--		elseif IsItemInRange(35278, uId) then return 80
			else return 1000 end--Just so it has a numeric value, even if it's unknown to protect from nil errors
		end
	end
end

---------------------
--  Dropdown Menu  --
---------------------
do
	local sound0 = "none"
	local sound1 = "Interface\\AddOns\\DBM-Core\\Sounds\\blip_8.ogg"
	local sound2 = "Interface\\AddOns\\DBM-Core\\Sounds\\alarmclockbeeps.ogg"

	local function setSound(self, option, sound)
		DBM.Options[option] = sound
		if sound ~= "none" then
			DBM:PlaySoundFile(sound)
		end
	end

	local function setRange(self, range)
		rangeCheck:Hide(true)
		rangeCheck:Show(range, mainFrame.filter, true, mainFrame.redCircleNumPlayers or 1)
	end

	local function setThreshold(self, threshold)
		rangeCheck:Hide(true)
		rangeCheck:Show(mainFrame.range, mainFrame.filter, true, threshold)
	end

	local function setFrames(self, option)
		DBM.Options.RangeFrameFrames = option
		rangeCheck:Hide(true)
		rangeCheck:Show(mainFrame.range, mainFrame.filter, true, mainFrame.redCircleNumPlayers or 1)
	end

	local function toggleLocked()
		DBM.Options.RangeFrameLocked = not DBM.Options.RangeFrameLocked
	end

	function initializeDropdown(_, level, menu)
		local info

		if level == 1 then
			info = UIDropDownMenu_CreateInfo()
			info.text = L.RANGECHECK_SETRANGE
			info.notCheckable = true
			info.hasArrow = true
			info.keepShownOnClick = true
			info.menuList = "range"
			UIDropDownMenu_AddButton(info, 1)

			info = UIDropDownMenu_CreateInfo()
			info.text = L.RANGECHECK_SETTHRESHOLD
			info.notCheckable = true
			info.hasArrow = true
			info.keepShownOnClick = true
			info.menuList = "threshold"
			UIDropDownMenu_AddButton(info, 1)

			info = UIDropDownMenu_CreateInfo()
			info.text = L.RANGECHECK_SOUNDS
			info.notCheckable = true
			info.hasArrow = true
			info.keepShownOnClick = true
			info.menuList = "sounds"
			UIDropDownMenu_AddButton(info, 1)

			info = UIDropDownMenu_CreateInfo()
			info.text = L.RANGECHECK_OPTION_FRAMES
			info.notCheckable = true
			info.hasArrow = true
			info.keepShownOnClick = true
			info.menuList = "frames"
			UIDropDownMenu_AddButton(info, 1)

			info = UIDropDownMenu_CreateInfo()
			info.text = LOCK_FRAME
			if DBM.Options.RangeFrameLocked then
				info.checked = true
			end
			info.func = toggleLocked
			UIDropDownMenu_AddButton(info, 1)

			info = UIDropDownMenu_CreateInfo()
			info.text = HIDE
			info.notCheckable = true
			info.func = function() rangeCheck:Hide(true) end
			info.arg1 = rangeCheck
			UIDropDownMenu_AddButton(info, 1)
		elseif level == 2 then
			if menu == "range" then
				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SETRANGE_TO:format(8)
				info.func = setRange
				info.arg1 = 8
				info.checked = (mainFrame.range == 8)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SETRANGE_TO:format(10)
				info.func = setRange
				info.arg1 = 10
				info.checked = (mainFrame.range == 10)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SETRANGE_TO:format(11)
				info.func = setRange
				info.arg1 = 11
				info.checked = (mainFrame.range == 11)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SETRANGE_TO:format(18)
				info.func = setRange
				info.arg1 = 18
				info.checked = (mainFrame.range == 18)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SETRANGE_TO:format(23)
				info.func = setRange
				info.arg1 = 23
				info.checked = (mainFrame.range == 23)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SETRANGE_TO:format(33)
				info.func = setRange
				info.arg1 = 33
				info.checked = (mainFrame.range == 33)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SETRANGE_TO:format(43)
				info.func = setRange
				info.arg1 = 43
				info.checked = (mainFrame.range == 43)
				UIDropDownMenu_AddButton(info, 2)
			elseif menu == "threshold" then
				info = UIDropDownMenu_CreateInfo()
				info.text = 1
				info.func = setThreshold
				info.arg1 = 1
				info.checked = (mainFrame.redCircleNumPlayers == 1)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = 2
				info.func = setThreshold
				info.arg1 = 2
				info.checked = (mainFrame.redCircleNumPlayers == 2)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = 3
				info.func = setThreshold
				info.arg1 = 3
				info.checked = (mainFrame.redCircleNumPlayers == 3)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = 4
				info.func = setThreshold
				info.arg1 = 4
				info.checked = (mainFrame.redCircleNumPlayers == 4)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = 5
				info.func = setThreshold
				info.arg1 = 5
				info.checked = (mainFrame.redCircleNumPlayers == 5)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = 6
				info.func = setThreshold
				info.arg1 = 6
				info.checked = (mainFrame.redCircleNumPlayers == 6)
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = 8
				info.func = setThreshold
				info.arg1 = 8
				info.checked = (mainFrame.redCircleNumPlayers == 8)
				UIDropDownMenu_AddButton(info, 2)
			elseif menu == "sounds" then
				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SOUND_OPTION_1
				info.notCheckable = true
				info.hasArrow = true
				info.menuList = "RangeFrameSound1"
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_SOUND_OPTION_2
				info.notCheckable = true
				info.hasArrow = true
				info.menuList = "RangeFrameSound2"
				UIDropDownMenu_AddButton(info, 2)
			elseif menu == "frames" then
				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_OPTION_TEXT
				info.func = setFrames
				info.arg1 = "text"
				info.checked = (DBM.Options.RangeFrameFrames == "text")
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_OPTION_RADAR
				info.func = setFrames
				info.arg1 = "radar"
				info.checked = (DBM.Options.RangeFrameFrames == "radar")
				UIDropDownMenu_AddButton(info, 2)

				info = UIDropDownMenu_CreateInfo()
				info.text = L.RANGECHECK_OPTION_BOTH
				info.func = setFrames
				info.arg1 = "both"
				info.checked = (DBM.Options.RangeFrameFrames == "both")
				UIDropDownMenu_AddButton(info, 2)
			end
		elseif level == 3 then
			local option = menu
			info = UIDropDownMenu_CreateInfo()
			info.text = L.RANGECHECK_SOUND_0
			info.func = setSound
			info.arg1 = option
			info.arg2 = sound0
			info.checked = (DBM.Options[option] == sound0)
			UIDropDownMenu_AddButton(info, 3)

			info = UIDropDownMenu_CreateInfo()
			info.text = L.RANGECHECK_SOUND_1
			info.func = setSound
			info.arg1 = option
			info.arg2 = sound1
			info.checked = (DBM.Options[option] == sound1)
			UIDropDownMenu_AddButton(info, 3)

			info = UIDropDownMenu_CreateInfo()
			info.text = L.RANGECHECK_SOUND_2
			info.func = setSound
			info.arg1 = option
			info.arg2 = sound2
			info.checked = (DBM.Options[option] == sound2)
			UIDropDownMenu_AddButton(info, 3)
		end
	end
end

-----------------
-- Play Sounds --
-----------------
local updateSound
local soundUpdate = 0

do
	local UnitAffectingCombat = UnitAffectingCombat

	function updateSound(num)
		if not UnitAffectingCombat("player") or (GetTime() - soundUpdate) < 5 then
			return
		end
		soundUpdate = GetTime()
		if num == 1 then
			if DBM.Options.RangeFrameSound1 ~= "none" then
				DBM:PlaySoundFile(DBM.Options.RangeFrameSound1)
			end
		elseif num > 1 then
			if DBM.Options.RangeFrameSound2 ~= "none" then
				DBM:PlaySoundFile(DBM.Options.RangeFrameSound2)
			end
		end
	end
end

------------------------
--  Create the frame  --
------------------------
local function createTextFrame()
	textFrame = CreateFrame("Frame", "DBMRangeCheck", UIParent)
	textFrame:SetFrameStrata("DIALOG")
	textFrame:SetBackdrop({
		bgFile		= "Interface\\DialogFrame\\UI-DialogBox-Background", -- 131071
		tile		= true,
		tileSize	= 16
	})
	textFrame:SetPoint(DBM.Options.RangeFramePoint, UIParent, DBM.Options.RangeFramePoint, DBM.Options.RangeFrameX, DBM.Options.RangeFrameY)
	textFrame:SetSize(128, 12)
	textFrame:SetClampedToScreen(true)
	textFrame:EnableMouse(true)
	textFrame:SetToplevel(true)
	textFrame:SetMovable(true)
	textFrame:RegisterForDrag("LeftButton")
	textFrame:SetScript("OnDragStart", function(self)
		if not DBM.Options.RangeFrameLocked then
			self:StartMoving()
		end
	end)
	textFrame:SetScript("OnDragStop", function(self)
		self:StopMovingOrSizing()
		local point, _, _, x, y = self:GetPoint(1)
		DBM.Options.RangeFrameX = x
		DBM.Options.RangeFrameY = y
		DBM.Options.RangeFramePoint = point
	end)
	textFrame:SetScript("OnMouseDown", function(_, button)
		if button == "RightButton" then
			local dropdownFrame = CreateFrame("Frame", "DBMRangeCheckDropdown", UIParent)
			UIDropDownMenu_Initialize(dropdownFrame, initializeDropdown)
			ToggleDropDownMenu(1, nil, dropdownFrame, "cursor", 5, -10)
		end
	end)

	local text = textFrame:CreateFontString(nil, "OVERLAY", "GameTooltipText")
	text:SetSize(128, 15)
	text:SetPoint("BOTTOMLEFT", textFrame, "TOPLEFT")
	text:SetTextColor(1, 1, 1, 1)
	text:Show()
	text.OldSetText = text.SetText
	text.SetText = function(self, text)
		self:OldSetText(text)
		self:SetWidth(0) -- Set the text width to 0, so the system can auto-calculate the size
	end
	textFrame.text = text

	local inRangeText = textFrame:CreateFontString(nil, "OVERLAY", "GameTooltipText")
	inRangeText:SetSize(128, 15)
	inRangeText:SetPoint("TOPLEFT", textFrame, "BOTTOMLEFT")
	inRangeText:SetTextColor(1, 1, 1, 1)
	inRangeText:Hide()
	textFrame.inRangeText = inRangeText

	textFrame.lines = {}
	for i = 1, 5 do
		local line = textFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
		line:SetSize(128, 12)
		line:SetJustifyH("LEFT")
		if i == 1 then
			line:SetPoint("TOPLEFT", textFrame, "TOPLEFT", 6, -6)
		else
			line:SetPoint("TOPLEFT", textFrame.lines[i - 1], "LEFT", 0, -6)
		end
		textFrame.lines[i] = line
	end
end

local function createRadarFrame()
	radarFrame = CreateFrame("Frame", "DBMRangeCheckRadar", UIParent)
	radarFrame:SetFrameStrata("DIALOG")
	radarFrame:SetPoint(DBM.Options.RangeFrameRadarPoint, UIParent, DBM.Options.RangeFrameRadarPoint, DBM.Options.RangeFrameRadarX, DBM.Options.RangeFrameRadarY)
	radarFrame:SetSize(128, 128)
	radarFrame:SetClampedToScreen(true)
	radarFrame:EnableMouse(true)
	radarFrame:SetToplevel(true)
	radarFrame:SetMovable(true)
	radarFrame:RegisterForDrag("LeftButton")
	radarFrame:SetScript("OnDragStart", function(self)
		if not DBM.Options.RangeFrameLocked then
			self:StartMoving()
		end
	end)
	radarFrame:SetScript("OnDragStop", function(self)
		self:StopMovingOrSizing()
		local point, _, _, x, y = self:GetPoint(1)
		DBM.Options.RangeFrameRadarX = x
		DBM.Options.RangeFrameRadarY = y
		DBM.Options.RangeFrameRadarPoint = point
	end)
	radarFrame:SetScript("OnMouseDown", function(_, button)
		if button == "RightButton" then
			local dropdownFrame = CreateFrame("Frame", "DBMRangeCheckDropdown", UIParent)
			UIDropDownMenu_Initialize(dropdownFrame, initializeDropdown)
			ToggleDropDownMenu(1, nil, dropdownFrame, "cursor", 5, -10)
		end
	end)

	local bg = radarFrame:CreateTexture(nil, "BACKGROUND")
	bg:SetAllPoints(radarFrame)
	bg:SetBlendMode("BLEND")
	bg:SetColorTexture(0, 0, 0, 0.3)
	radarFrame.background = bg

	local circle = radarFrame:CreateTexture(nil, "ARTWORK")
	circle:SetSize(85, 85)
	circle:SetPoint("CENTER")
	circle:SetTexture("Interface\\AddOns\\DBM-Core\\textures\\radar_circle.blp")
	circle:SetVertexColor(0, 1, 0)
	circle:SetBlendMode("ADD")
	radarFrame.circle = circle

	local player = radarFrame:CreateTexture(nil, "OVERLAY")
	player:SetSize(32, 32)
	player:SetTexture(136431) -- "Interface\\Minimap\\MinimapArrow.blp"
	player:SetBlendMode("ADD")
	player:SetPoint("CENTER")

	local text = radarFrame:CreateFontString(nil, "OVERLAY", "GameTooltipText")
	text:SetSize(128, 15)
	text:SetPoint("BOTTOMLEFT", radarFrame, "TOPLEFT")
	text:SetTextColor(1, 1, 1, 1)
	text:Show()
	radarFrame.text = text

	local inRangeText = radarFrame:CreateFontString(nil, "OVERLAY", "GameTooltipText")
	inRangeText:SetSize(128, 15)
	inRangeText:SetPoint("TOPLEFT", radarFrame, "BOTTOMLEFT")
	inRangeText:SetTextColor(1, 1, 1, 1)
	inRangeText:Hide()
	radarFrame.inRangeText = inRangeText

	radarFrame.dots = {}
	for i = 1, 40 do
		local dot = radarFrame:CreateTexture(nil, "OVERLAY")
		dot:SetSize(24, 24)
		dot:SetTexture(249183) -- "Interface\\Minimap\\PartyRaidBlips"
		dot:Hide()
		radarFrame.dots[i] = dot
	end

	radarFrame:Hide()
end

----------------
--  OnUpdate  --
----------------
do
	local UnitExists, UnitIsUnit, UnitIsDeadOrGhost, UnitIsConnected, UnitInPhase, GetPlayerFacing, UnitName, UnitClass, IsInRaid, GetNumGroupMembers, GetRaidTargetIndex, GetBestMapForUnit = UnitExists, UnitIsUnit, UnitIsDeadOrGhost, UnitIsConnected, UnitInPhase, GetPlayerFacing, UnitName, UnitClass, IsInRaid, GetNumGroupMembers, GetRaidTargetIndex, C_Map.GetBestMapForUnit
	local max, sin, cos, pi2 = math.max, math.sin, math.cos, math.pi * 2
	local circleColor, rotation, pixelsperyard, activeDots, prevRange, prevThreshold, prevNumClosePlayer, prevclosestRange, prevColor, prevType = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
	local unitList = {}
	local BLIP_TEX_COORDS = {
		["WARRIOR"]		 = { 0, 0.125, 0, 0.25 },
		["PALADIN"]		 = { 0.125, 0.25, 0, 0.25 },
		["HUNTER"]		 = { 0.25, 0.375, 0, 0.25 },
		["ROGUE"]		 = { 0.375, 0.5, 0, 0.25 },
		["PRIEST"]		 = { 0.5, 0.625, 0, 0.25 },
		["DEATHKNIGHT"]	 = { 0.625, 0.75, 0, 0.25 },
		["SHAMAN"]		 = { 0.75, 0.875, 0, 0.25 },
		["MAGE"]		 = { 0.875, 1, 0, 0.25 },
		["WARLOCK"]		 = { 0, 0.125, 0.25, 0.5 },
		["DRUID"]		 = { 0.25, 0.375, 0.25, 0.5 },
		["MONK"]		 = { 0.125, 0.25, 0.25, 0.5 },
		["DEMONHUNTER"]	 = { 0.375, 0.5, 0.25, 0.5 },
	}

	local function setDot(id, sinTheta, cosTheta)
		local dot = radarFrame.dots[id]
		if dot.range < (mainFrame.range * 1.5) then -- If person is closer than 1.5 * range, show the dot. Else hide it
			dot:ClearAllPoints()
			dot:SetPoint("CENTER", radarFrame, "CENTER", ((dot.x * cosTheta) - (-dot.y * sinTheta)) * pixelsperyard, ((dot.x * sinTheta) + (-dot.y * cosTheta)) * pixelsperyard)
			dot:Show()
		elseif dot:IsShown() then
			dot:Hide()
		end
	end

	function updateIcon()
		local numPlayers = GetNumGroupMembers()
		activeDots = max(numPlayers, activeDots)
		for i = 1, activeDots do
			local dot = radarFrame.dots[i]
			if i <= numPlayers then
				unitList[i] = IsInRaid() and "raid" .. i or "party" .. i
				local _, class = UnitClass(unitList[i])
				local icon = GetRaidTargetIndex(unitList[i])
				dot.class = class
				if icon and icon < 9 then
					dot.icon = icon
					dot:SetTexture(13700 .. icon) -- "Interface\\TargetingFrame\\UI-RaidTargetingIcon_" .. icon
					dot:SetTexCoord(0, 1, 0, 1)
					dot:SetSize(16, 16)
					dot:SetDrawLayer("OVERLAY", 1)
				else
					dot.icon = nil
					class = class or "PRIEST"
					dot:SetTexture(249183) -- "Interface\\Minimap\\PartyRaidBlips"
					dot:SetTexCoord(BLIP_TEX_COORDS[class][1], BLIP_TEX_COORDS[class][2], BLIP_TEX_COORDS[class][3], BLIP_TEX_COORDS[class][4])
					dot:SetSize(24, 24)
					dot:SetDrawLayer("OVERLAY", 0)
				end
			elseif dot:IsShown() then
				dot:Hide()
			end
		end
	end

	function updateRangeFrame()
		if mainFrame.hideTime > 0 and GetTime() > mainFrame.hideTime then
			rangeCheck:Hide()
			return
		end
		local activeRange = mainFrame.range
		local restricted = mainFrame.restrictions
		local tEnabled = textFrame:IsShown()
		local rEnabled = radarFrame:IsShown()
		local reverse = mainFrame.reverse
		local warnThreshold = mainFrame.redCircleNumPlayers
		if tEnabled then
			for i = 1, 5 do
				textFrame.lines[i]:SetText("")
				textFrame.lines[i]:Hide()
			end
			if reverse then
				if warnThreshold > 1 then
					textFrame.text:SetText(L.RANGECHECK_RHEADERT:format(activeRange, warnThreshold))
				else
					textFrame.text:SetText(L.RANGECHECK_RHEADER:format(activeRange))
				end
			else
				if warnThreshold > 1 then
					textFrame.text:SetText(L.RANGECHECK_HEADERT:format(activeRange, warnThreshold))
				else
					textFrame.text:SetText(L.RANGECHECK_HEADER:format(activeRange))
				end
			end
		end
		if rEnabled and (prevRange ~= activeRange or prevThreshold ~= mainFrame.redCircleNumPlayers) then
			prevRange = activeRange
			pixelsperyard = min(radarFrame:GetWidth(), radarFrame:GetHeight()) / (activeRange * 3)
			radarFrame.circle:SetSize(activeRange * pixelsperyard * 2, activeRange * pixelsperyard * 2)
			if reverse then
				radarFrame.text:SetText(L.RANGERADAR_RHEADER:format(activeRange, mainFrame.redCircleNumPlayers))
			else
				radarFrame.text:SetText(L.RANGERADAR_HEADER:format(activeRange, mainFrame.redCircleNumPlayers))
			end
		end

		local playerMapId = GetBestMapForUnit("player") or 0
		if not restricted then
			rotation = pi2 - (GetPlayerFacing() or 0)
		end
		local sinTheta = sin(rotation)
		local cosTheta = cos(rotation)
		local closePlayer = 0
		local closestRange = nil
		local closetName = nil
		local filter = mainFrame.filter
		local type = reverse and 2 or filter and 1 or 0
		local onlySummary = mainFrame.onlySummary
		for i = 1, GetNumGroupMembers() do
			local uId = unitList[i]
			local dot = radarFrame.dots[i]
			local mapId = GetBestMapForUnit(uId) or 0
			if UnitExists(uId) and playerMapId == mapId and not UnitIsUnit(uId, "player") and not UnitIsDeadOrGhost(uId) and UnitIsConnected(uId) and UnitInPhase(uId) and (not filter or filter(uId)) then
				local range = restricted and itsBCAgain(uId, activeRange) or UnitDistanceSquared(uId) ^ 0.5
				local inRange = false
				if range < activeRange + 0.5 then
					closePlayer = closePlayer + 1
					inRange = true
					if rEnabled then -- Only used by radar
						if not closestRange then
							closestRange = range
						elseif range < closestRange then
							closestRange = range
						end
					end
					if not closetName then
						closetName = DBM:GetUnitFullName(uId)
						closetName = DBM:GetShortServerName(closetName)
					end
				end
				if tEnabled and inRange and not onlySummary and closePlayer < 6 then -- Display up to 5 players in text range frame.
					local playerName = DBM:GetUnitFullName(uId)
					playerName = DBM:GetShortServerName(playerName)
					local color = RAID_CLASS_COLORS[dot.class] or NORMAL_FONT_COLOR
					textFrame.lines[closePlayer]:SetText(dot.icon and ("|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_%d:0|t %s"):format(dot.icon, playerName) or playerName)
					textFrame.lines[closePlayer]:SetTextColor(color.r, color.g, color.b)
					textFrame.lines[closePlayer]:Show()
					textFrame:SetHeight((closePlayer * 12) + 12)
				end
				if rEnabled then
					local playerX, playerY = UnitPosition("player")
					local x, y = UnitPosition(uId)
					if not x and not y then
						rangeCheck:Hide(true)
						return
					end
					dot.y = -(x - playerX)
					dot.x = -(y - playerY)
					dot.range = range
					setDot(i, sinTheta, cosTheta)
				end
			elseif rEnabled and dot:IsShown() then
				dot:Hide()
			end
		end

		if tEnabled then
			-- Green Text (Regular range frame and not near too many players, or reverse range frame and we ARE near enough)
			textFrame.inRangeText:SetText(L.RANGECHECK_IN_RANGE_TEXT:format(closePlayer, activeRange))
			textFrame.inRangeText:Show()
			if (reverse and closePlayer >= warnThreshold) or (not reverse and closePlayer < warnThreshold) then
				textFrame.inRangeText:SetTextColor(0, 1, 0)
			-- Red Text (Regular range frame and we are near too many players, or reverse range frame and we aren't near enough)
			else
				updateSound(closePlayer)
				textFrame.inRangeText:SetTextColor(1, 0, 0)
			end
			textFrame:Show()
		end
		if rEnabled then
			if prevNumClosePlayer ~= closePlayer or prevclosestRange ~= closestRange or prevType ~= type then
				if closePlayer >= warnThreshold then -- Only show the text if the circle is red
					circleColor = reverse and 1 or 2
					if closePlayer == 1 then
						radarFrame.inRangeText:SetText(L.RANGERADAR_IN_RANGE_TEXTONE:format(closetName, closestRange))
					else
						radarFrame.inRangeText:SetText(L.RANGERADAR_IN_RANGE_TEXT:format(closePlayer, closestRange))
					end
					radarFrame.inRangeText:Show()
				else
					circleColor = reverse and 2 or 1
					radarFrame.inRangeText:Hide()
				end
				prevNumClosePlayer = closePlayer
				prevclosestRange = closestRange
				prevType = type
			end

			if UnitIsDeadOrGhost("player") then
				circleColor = 3
			end

			if prevColor ~= circleColor then
				if circleColor == 1 then
					radarFrame.circle:SetVertexColor(0, 1, 0)
				elseif circleColor == 2 then
					radarFrame.circle:SetVertexColor(1, 0, 0)
				else
					radarFrame.circle:SetVertexColor(1, 1, 1)
				end
				prevColor = circleColor
			end
			if circleColor == 2 then -- Red
				updateSound(closePlayer)
			end
		end
	end
end

local updater = mainFrame:CreateAnimationGroup()
updater:SetLooping("REPEAT")
local anim = updater:CreateAnimation()
anim:SetDuration(0.05)

mainFrame:SetSize(0, 0)
mainFrame:SetScript("OnEvent", function(self, event, ...)
	if event == "GROUP_ROSTER_UPDATE" or event == "RAID_TARGET_UPDATE" then
		updateIcon()
	end
end)

-----------------------
--  Check functions  --
-----------------------
local getDistanceBetween, getDistanceBetweenAll

do
	local UnitPosition, UnitExists, UnitIsUnit, UnitIsDeadOrGhost, UnitIsConnected, UnitInPhase = UnitPosition, UnitExists, UnitIsUnit, UnitIsDeadOrGhost, UnitIsConnected, UnitInPhase

	function getDistanceBetweenAll(checkrange)
		local range
		for uId in DBM:GetGroupMembers() do
			if UnitExists(uId) and not UnitIsUnit(uId, "player") and not UnitIsDeadOrGhost(uId) and UnitIsConnected(uId) and UnitInPhase(uId) then
				range = DBM:HasMapRestrictions() and itsBCAgain(uId, checkrange) or UnitDistanceSquared(uId) * 0.5
				if checkrange < (range + 0.5) then
					return true
				end
			end
		end
		return false
	end

	function getDistanceBetween(uId, x, y)
		local restrictionsActive = DBM:HasMapRestrictions()
		if not x then -- If only one arg then 2nd arg is always assumed to be player
			return restrictionsActive and itsBCAgain(uId) or UnitDistanceSquared(uId) ^ 0.5
		end
		if type(x) == "string" and UnitExists(x) then -- arguments: uId, uId2
			-- First attempt to avoid UnitPosition if any of args is player UnitDistanceSquared should work
			if UnitIsUnit("player", uId) then
				return restrictionsActive and itsBCAgain(x) or UnitDistanceSquared(x) ^ 0.5
			elseif UnitIsUnit("player", x) then
				return restrictionsActive and itsBCAgain(uId) or UnitDistanceSquared(uId) ^ 0.5
			else -- Neither unit is player, no way to avoid UnitPosition
				if restrictionsActive then -- Cannot compare two units that don't involve player with restrictions, just fail quietly
					return 1000
				end
				local uId2 = x
				x, y = UnitPosition(uId2)
				if not x then
					print("getDistanceBetween failed for: " .. uId .. " (" .. tostring(UnitExists(uId)) .. ") and " .. uId2 .. " (" .. tostring(UnitExists(uId2)) .. ")")
					return
				end
			end
		end
		if restrictionsActive then -- Cannot check distance between player and a location (not another unit, again, fail quietly)
			return 1000
		end
		local startX, startY = UnitPosition(uId)
		local dX = startX - x
		local dY = startY - y
		return (dX * dX + dY * dY) ^ 0.5
	end
end

---------------
--  Methods  --
---------------
local restoreRange, restoreFilter, restoreThreshold, restoreReverse

function rangeCheck:Show(range, filter, forceshow, redCircleNumPlayers, reverse, hideTime, onlySummary)
	if (DBM:GetNumRealGroupMembers() < 2 or DBM.Options.DontShowRangeFrame) and not forceshow then
		return
	end
	if type(range) == "function" then -- The first argument is optional
		return self:Show(nil, range)
	end
	range = range or 10
	redCircleNumPlayers = redCircleNumPlayers or 1
	if not textFrame then
		createTextFrame()
	end
	if not radarFrame then
		createRadarFrame()
	end
	local restrictionsActive = DBM:HasMapRestrictions()
	if (DBM.Options.RangeFrameFrames == "text" or DBM.Options.RangeFrameFrames == "both" or restrictionsActive) and not textFrame:IsShown() then
		if restrictionsActive then
			range = setCompatibleRestrictedRange(range)
		end
		textFrame:Show()
	end
	-- TODO, add check for restricted area here so we can prevent radar frame loading.
	if not restrictionsActive and (DBM.Options.RangeFrameFrames == "radar" or DBM.Options.RangeFrameFrames == "both") and not radarFrame:IsShown() then
		radarFrame:Show()
	end
	mainFrame.range = range
	mainFrame.filter = filter
	mainFrame.redCircleNumPlayers = redCircleNumPlayers
	mainFrame.reverse = reverse
	mainFrame.hideTime = hideTime and (GetTime() + hideTime) or 0
	mainFrame.restrictions = restrictionsActive
	mainFrame.onlySummary = onlySummary
	if not mainFrame.eventRegistered then
		mainFrame.eventRegistered = true
		updateIcon()
		mainFrame:RegisterEvent("GROUP_ROSTER_UPDATE")
		mainFrame:RegisterEvent("RAID_TARGET_UPDATE")
	end
	updater:SetScript("OnLoop", updateRangeFrame)
	updater:Play()
	if forceshow and not DBM.Options.DontRestoreRange then -- Force means user activated range frame, store user value for restore function
		restoreRange, restoreFilter, restoreThreshold, restoreReverse = mainFrame.range, mainFrame.filter, mainFrame.redCircleNumPlayers, mainFrame.reverse
	end
end

function rangeCheck:Hide(force)
	if restoreRange and not force then -- Restore range frame to way it was when boss mod is done with it
		rangeCheck:Show(restoreRange, restoreFilter, true, restoreThreshold, restoreReverse)
	else
		restoreRange, restoreFilter, restoreThreshold, restoreReverse = nil, nil, nil, nil
		updater:Stop()
		if mainFrame.eventRegistered then
			mainFrame.eventRegistered = nil
			mainFrame:UnregisterAllEvents()
		end
		if textFrame then
			textFrame:Hide()
		end
		if radarFrame then
			radarFrame:Hide()
		end
	end
end

function rangeCheck:IsShown()
	return textFrame and textFrame:IsShown() or radarFrame and radarFrame:IsShown()
end

function rangeCheck:IsRadarShown()
	return radarFrame and radarFrame:IsShown()
end

function rangeCheck:UpdateRestrictions(force)
	mainFrame.restrictions = force or DBM:HasMapRestrictions()
end

function rangeCheck:SetHideTime(hideTime)
	mainFrame.hideTime = hideTime and (GetTime() + hideTime) or 0
end

function rangeCheck:GetDistance(...)
	return getDistanceBetween(...)
end

function rangeCheck:GetDistanceAll(checkrange)
	if DBM:HasMapRestrictions() then
		checkrange = setCompatibleRestrictedRange(checkrange)
	end
	return getDistanceBetweenAll(checkrange)
end
